Hi,
I’m reaching out for guidance regarding an unexpected behavior we encountered with PCG in our codebase. For reference, the issue reproduces with the vanilla PCG plugin integrated into our game codebase (no custom modifications to the plugin itself).
To manage our PCG inputs, we defined a base Blueprint class (BP_PCG_Base) where the actor and its components are marked as Editor Only. We then inherit from this base class to create various input Blueprints that contain our PCG graphs and parameters. The base class is shared between our runtime and editor tooling.
The issue is that our runtime tools were not functioning correctly, even though the child Blueprint classes met all the criteria to be included in the cooked build. The actors themselves were cooked, but the PCG components were missing. We verified the following:
- The PCG graphs and subgraphs are not marked as Editor Only.
- All Editor Only flags were unchecked in the child Blueprint classes.
However, the PCG component was only properly exported once we modified the PCG component on the parent class to remove the Editor Only flag.
This behavior was unexpected. We assumed the child Blueprint would override the Editor Only setting from the parent, but that does not appear to be the case. We’re trying to understand why modifying the parent class was required in order for the PCG component to be included in the cooked build.
Is this expected behavior regarding Editor Only flags and component inheritance in Blueprints, or is this potentially a bug?
Thank you for your help.
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